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hi welcome to mix and jam a channel
about game development experimentation
today's project is inspired by Super
Mario Galaxy in the game Mario uses a
launch star to fly from one planet to
another the whole animation feels very
magical and it's a great moment to
appreciate the game's environment I
wanted to try and replicate this
mechanic and see if I could achieve a
similar effect using unity so here are
the steps I needed to follow for this
recreation implement an easy way to set
the path that the player follows set
some animations for when the character
is flying and add some final assets
particles and effects I started by
importing the new mix and jam character
Jamo the character includes some basic
animations and also a third-person
camera control for prototyping in order
to build the path for the launch star
that was easy to edit I decided to use
the dolly track feature from cinema
scene with this feature it's easy to
edit the waypoints for the path that the
dolly cart follows on a dolly cart
object
I changed the position units parameter
from distance to normalized this way the
path position is referenced from 0 to 1
instead of making the player itself
follow the dolly cart object I created
an empty game object to serve as a
parent of the player so I can change the
rotation from those objects individually
I added a sphere Collider on the path
object in order to use it as a trigger
and then on the character script I use
the on trigger function to detect when
the player is inside the trigger once
the character is inside the trigger and
there is input the launch sequence
starts
for this particular animation sequence I
decided to use the do tween plugin with
do tween it is possible to create a
sequence of events that plays animations
one after the other using append or at
the same time using join in the first
sequence I append a do move function to
make the player move to the center of
the trigger and had a do rotate function
joining that event to reset the players
rotation the second sequence is the path
movement itself between also has the
ability to tween flows using the do
virtual float function so on the
sequence I made the position of the
dolly card go from 0 to 1 once the
player is following the path I started
creating some custom poses for when the
character is flying and also rolling
before it lands then I headed over to
mix mo to download a falling animation
using unities animator i was able to
create a float parameter that was the
same as a path position so in this way i
was able to set the transition of the
character animations based on the path
position I also added some rotation to
the player on the y-axis
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right before the second sequence I add
some tween animations for the character
that pulls and rotates it before the
launch
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since the path position was normalized I
was able to set things to happen when
the player reached 70% of the track in
this case I made the parent of the
character rotate on the x-axis when the
rolling animation is happening
then for some cinematic effects I added
a camera trigger object that changes the
active cinema scene camera
I made the triggers the dolly carts as
well so I can easily position them on
any path
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since I was using a tween to make the
main Dalek heart position go from zero
to one I decided to add some easing to
the movement for this particular tween I
created my own animation curve to decide
when the path was faster or slower then
I downloaded this model of a launch star
on sketchfab and implemented it on the
project I created animations for the
launch star also using sequences by
rotating and moving the stars
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then I started adding some particles to
the whole animation the first one was a
particle emission that followed the
player when flying the second one was a
growing particle when the launch is
preparing I also added animation with
star sprites that use radial velocity
over lifetime to converge on the center
of the object
I used the similar emission for the
launch explosion the last one was a
smoke sprite emission on the explosion
that I also used on my character so that
it emits when it lands
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I added some screen shake for when the
launch starts and when the player lands
I also added a trail render to the dolly
cart object that activated when the
player was flying to change the actual
sky for a galaxy I downloaded the skybox
set from RPG white lock on the assets
store and then I modified some of the
textures by adding some stars on
Photoshop and finally I added some
post-processing to the scene like bloom
depth of field and color correction and
after a bit of adjustments this is how
it looked
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[Applause]
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the link for the project's repository is
another scripture below mixin Jam is
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friends thanks for watching and I'll see
you in the next one
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